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Releases: brugal/wolfcamql

v12.7test1

09 Sep 09:42
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v12.7test1 Pre-release
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protocol 43 to 48 support

v12.6

22 May 07:26
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12.6 2024-05-22

  • ioquake3 patches

    • bug fixes
    • SDL update (2.24.0, 2.0.22 macOS UB1)
  • bug fix: ENTER key would play demo even if BACK button was selected in demo UI

  • bug fix: demo UI BACK button didn't change to parent directory

  • cg_damagePlumSumHack

    If enabled, damage plums will show sum of damage dealt. Like in Quake Champions.
    Note, that this hack does not differ targets. Example, if you fire plasma to different enemies at the same time, damage plum will will show overall damage given to both enemies.

  • ui_demoStayInFolder return to the same demo folder listing after demo playback

  • q3plus support

    • identify game types (RTF and PTL treated as CTF)
  • bug fix: cg_debugServerCommands would stop printing after empty argument

  • bug fix: map loading incorrect 'not_gametype' digit string check

  • bug fix: typo in HMG class name (prevented map spawing)

  • update zlib to version 1.3.1

  • Windows 11, Windows Server 2019, and Windows Server 2022 version detection

map load fixes

29 Aug 10:45
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map load fixes Pre-release
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map load fixes

12.6test6

10 Apr 10:42
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12.6test6 Pre-release
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q3plus support

v12.5

02 Aug 11:14
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12.5 2022-08-02

  • ioquake3 patches

    • fixes
    • Add r_parallaxMapOffset
  • cg_fallKick (0: no view or weapon change, 1: (default) view and weapon change, 2: only weapon sway)

  • bug fix: follow view didn't use fall kick

  • add cpma ntf game icon

  • cpma ntf backpack support

    to use cpma model and icon add:

      icons/icon_backpack.tga
      models/backpack.md3
      models/backpack.tga
    

    if those aren't found QuakeLive's ammo pack model and icon are used

  • cpma ntf show flag status in hud

  • cpma ntf use ctf scoreboards

  • cpma ntf in game help markers

  • cpma ntf flag sounds

  • cg_shotgunStyle 3: cpma 4: cpma with randomness

  • /centerprint [char width | 'token']

  • cg_drawCenterPrintOld debugging cvar to test old q3 code

  • bug fix: cg_drawFragMessageSeparate 1 with cg_qlhud 0 wasn't using q3 font

  • cg_drawCenterPrintLineSpacing extra spacing between lines

  • /resetcenterprinttime redisplay the last center print message

  • bug fix: center print font couldn't be changed with cg_qlhud 0

  • bug fix: remove "pulse size" console spamming when powerup is picked up

  • cpma ntf player model support

    cg_cpmaUseNtfModels

      setting to 2 also sets first person view model based on ntf class
    

    cg_cpmaUseNtfEnemyColors
    cg_cpmaNtfRedHeadColor
    cg_cpmaNtfRedTorsoColor
    cg_cpmaNtfRedLegsColor
    cg_cpmaNtfBlueHeadColor
    cg_cpmaNtfBlueTorsoColor
    cg_cpmaNtfBlueLegsColor
    cg_cpmaNtfModelSkin
    cg_cpmaNtfScoreboardClassModel

      shows class model in scoreboard
    
  • bug fix: freecam was adding predictable step events

  • bug fix: don't show armor client item timers in cpma ntf

  • bug fix: cg_ignoreClientHeadModel 2 was also ignoring head models in quake3 demos

  • bug fix: 'prepare your team' warm up announcement didn't check team game mode correctly

  • bug fix: incorrect grenade color team mode check

  • bug fix: incorrect game mode check for rail and bullet team hit sound when /following player

  • add single player icon

  • bug fix: missing game types for ui CG_GAME_TYPE

  • bug fix: lead audio announcer not played in single player

  • cg_audioAnnouncerLead 2 enables lead announcements in red rover

  • bug fix: red rover round start sound not played

  • cg_redRoverRoundStartSound

  • bug fix: CG_GAME_STATUS showing team instead of individual status for red rover

  • bug fix: single player not playing fraglimit warnings

  • cpma ntf team rail color support

    cg_cpmaUseNtfRailColors
    cg_cpmaNtfRedRailColor
    cg_cpmaNtfBlueRailColor

  • fx: powerup information available. Ex:

    player/torso/trail {
    if pwquad { // also pwbattlesuit, pwregen, ...
    color 0.2 0.75 1.0
    size 200 + rand*32
    light
    }
    }

  • blur applied to depth capture, use mme_saveDepth 2 to capture without blur

  • bug fix: cg_levelTimerDirection 3 and cg_levelTimerOvertimeReset 0 showed negative times after first overtime

  • bug fix: cg_levelTimerDirection 3 showed negative time in overtime with ctf

  • bug fix: count down level timer showed negative time in cpma overtime

  • remove cpma unknown command console message for 'it' and 'itr'

  • cg_drawAttacker 1 shows changed model (team model, enemy model, etc...), 2 shows original model

  • cg_statusBarHeadStyle 0 (default) show original model except with cg_forceModel, 1 show changed model

  • bug fix: headmodel "" would use sarge head model to calculate player height

  • options to set models, skins, colors based on red or blue team

    cg_redTeamModel
    cg_redTeamHeadModel
    cg_redTeamHeadSkin
    cg_redTeamTorsoSkin
    cg_redTeamLegsSkin
    cg_redTeamHeadColor
    cg_redTeamTorsoColor
    cg_redTeamLegsColor

    cg_redTeamRailColor1
    cg_redTeamRailColor2
    cg_redTeamRailItemColor

    cg_redTeamRailRings
    cg_redTeamRailNudge

    cg_redTeamFlagColor

    and equivalent cg_blueTeam* cvars

    Use of the settings is controlled with:

    cg_useCustomRedBlueModels
    cg_useCustomRedBlueRail
    cg_useCustomRedBlueFlagColor

    0 ignores red/blue team settings, 1 uses them as a fallback for teammate and enemy settings (ex: cg_enemyModel "" will then check cg_redTeamModel or cg_blueTeamModel), 2 force and ignore teammate and enemy settings

  • bug fix: if teammate and enemy color cvars weren't set it wouldn't fallback to player set colors

  • bug fix: cg_flagStyle 3 in freecam without team settings used the wrong flag model

  • removed cg_enemyRailItemColorTeam, cg_teamRailItemColorTeam, cg_enemyRailColor1Team, cg_enemyRailColor2Team, cg_teamRailColor1Team, cg_teamRailColor2Team, cg_weaponRedTeamColor, cg_weaponBlueTeamColor

    cg_redTeamRailItemColor, cg_blueTeamRailItemColor, cg_redTeamRailColor1, cg_redTeamRailColor2, cg_blueTeamRailColor1, cg_blueTeamRailColor2, and cg_useCustomRedBlueRail should be used instead

  • cg_railUseOwnColors new options: 2: check teammate and red/blue team settings then fallback to demo colors, 3: same as 2 but fallback to color1 and color2

  • bug fix: cpma incorrect team lead and score announcer message

  • fixed stuttering in cg_animationsRate at low timescales (agkr234)

  • bug fix: loading screen for cpma demos using incorrect player icons

  • /streamdemo [demo file] command to allow playback of demos that are still being written to

  • cg_cpmaInvisibility 1: for cpma demos, 2: for all demos

    This renders only a skull and weapon flash for players with invisibility
    powerup. It uses this model if available:

    models/powerups/instant/invis_head.md3
    models/powerups/instant/invis_head_skin.tga

  • update zlib to version 1.2.12

  • update libogg to version 1.3.5

  • update libspeex to version 1.2.0

  • update freetype to version 2.12.1

  • check demo file extension for protocol number if it's not set in config strings

  • update libcurl to version 7.83.1

  • update backtrace library

  • cpma mvd not detected with gtv

  • update SDL to version 2.0.16

v12.5test26

06 Jul 12:03
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v12.5test26 Pre-release
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cpma mvd not detected with gtv

v12.5test25

10 Jun 11:25
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v12.5test25 Pre-release
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fix crash when mme_saveDepth is used without blur

v12.5test21

28 Apr 13:46
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v12.5test21 Pre-release
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check demo file extension for protocol number if it's not set in config strings

v12.5test11

26 Oct 10:41
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v12.5test11 Pre-release
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read demo stream, cpma invisibility, cpma global team sound fixes

v12.5test10

28 Sep 16:18
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v12.5test10 Pre-release
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red/blue team configuration options